﻿#version 330 core
//vert
layout(location=0)in vec3 Position;
layout(location=1)in vec3 Color;
uniform mat4 moduleMat;
layout(std140) uniform SetingBlock
{
	mat4 cameraMat;
};
out vec3 VertexColor;
void main()
{
	gl_Position = cameraMat*moduleMat*vec4(Position,1.0);
	VertexColor = Color;
}
//frag
in vec3 VertexColor;
void main()
{
	gl_FragColor = vec4(VertexColor,1);
}